OK Quicksilver, here's the class:
Maybe you're an escaped human sacrifice. Maybe you were a scholarly priest who kept asking questions and exploring forbidden ideas until you lost your faith. Maybe you have seen the one true path and are determined to show the world.
Each level in Heretic gives you +1 to your save vs magic
TEMPLATE A - Disbelieve, Skeptical soul
Skeptical soul - you have advantage on saving throws against cleric spells
Disbelieve - Once per day, you can declare that a magical phenomenon does not affect you. 100% success rate against divine magic. 60% success rate against all other magic.
TEMPLATE B - Blaspheme
Blaspheme - Once per day, you may utter such blasphemies as to call the wrath of a god down upon yourself. Curse a god (e.g Zulin) and you and everyone within 20 feet (god's don't care to aim that precisely) will suffer the god's magical divine wrath (in the case of Zulin, sky execution or a big old lightning bolt). Thus the greater knowledge a heretic has of religion, the more varied effects he can create by calling on different gods (There are a lot of Fire Cults in Centerra , and players are encouraged to make up gods.)
TEMPLATE C - Seeker of Forbidden Knowledge
Seeker of Forbidden Knowledge - Both your Blaspheme and Disbelieve abilities are no longer once per day. They instead draw on a shared pool which is determined by the number of Heresies you know. (If you know 5 Heresies, you would have 5 points to spend) This pool resets at midnight.
TEMPLATE D - God Slayer OR Gnosis (choose one on gaining D)
God Slayer - Your contempt for the gods has been honed and sharpened to a killing point. Your weapons, whilst wielded by you, can slay immortal creatures. They do not instantly kill them - it just makes it possible to kill them at all.
Gnosis- You know the deepest truth of the gods - they depend on mortals for their power. A weak god is nothing more than a strong spirit, and the difference between a god and a spell is just different ends of a gradient. You can use this knowledge to change a god's behaviour, through a campaign of altering rituals and sacrifices of the mortal followers, based on the types of changes to the god that you wish to make. The DM will run a mini campaign, where you can attempt to complete this goal. The more followers a god has, the harder it is to succeed. If you can successfully sustain your rituals amongst 51% of followers, for a full cycle of the moon, the god will be altered in the manner you wanted.
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